Pass Turn
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@ -13,6 +13,7 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
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public Animator damageAnim;
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public Animator damageAnim;
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public bool isDamage = false;
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public bool isDamage = false;
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// int life = 24;
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public void Shoot()
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public void Shoot()
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{
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{
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@ -22,6 +23,12 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
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public void Damage()
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public void Damage()
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{
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{
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// if (life > 0) {
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// life = Mathf.Max(life - 8, 0);
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// } else {
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// // Gameover if you miss in next interval
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// }
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isDamage = true;
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isDamage = true;
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shipAnim.Play("shipDamage", 0, 0);
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shipAnim.Play("shipDamage", 0, 0);
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damageAnim.Play("damage", 0, 0);
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damageAnim.Play("damage", 0, 0);
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@ -154,7 +154,7 @@ namespace HeavenStudio.Games
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{
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{
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foreach (var crEvent in crHandlerInstance.queuedEvents)
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foreach (var crEvent in crHandlerInstance.queuedEvents)
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{
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{
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SpawnEnemy(crEvent.beat, crEvent.DynamicData["pos"], false, crHandlerInstance.intervalLength);
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SpawnEnemy(crEvent.beat, crEvent.DynamicData["pos"], false, crHandlerInstance.intervalLength, true);
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}
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}
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}
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}
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}
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}
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@ -227,13 +227,15 @@ namespace HeavenStudio.Games
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}
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}
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}
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}
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public void SpawnEnemy(double beat, Vector2 pos, bool active = true, float interval = 4f)
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public void SpawnEnemy(double beat, Vector2 pos, bool active = true, float interval = 4f, bool awake = false)
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{
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{
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if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
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if (!awake)
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{
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crHandlerInstance.AddEvent(beat, crParams: new(){
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if (crHandlerInstance.queuedEvents.Count > 0 && crHandlerInstance.queuedEvents.Find(x => x.beat == beat || (beat >= x.beat && beat <= x.beat + x.length)) != null) return;
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new CallAndResponseHandler.CallAndResponseEventParam("pos", pos),
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crHandlerInstance.AddEvent(beat, crParams: new(){
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});
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new CallAndResponseHandler.CallAndResponseEventParam("pos", pos),
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});
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}
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var newEnemy = Instantiate(baseEnemy, enemyHolder).GetComponent<Enemy>();
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var newEnemy = Instantiate(baseEnemy, enemyHolder).GetComponent<Enemy>();
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spawnedEnemies.Add(newEnemy);
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spawnedEnemies.Add(newEnemy);
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